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X4: Master of the Desert Nomads - OOC
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<blockquote data-quote="Leif" data-source="post: 4174651" data-attributes="member: 48762"><p>Bevin, Dwarf Rogue2, Wizard(Enchanter)6, XP 28,000</p><p>[sblock=Stats]</p><p>Age: 53</p><p>Gender: Male</p><p>Height: 4'2"</p><p>Weight: 135lb</p><p>Eyes: Dark Grey</p><p>Hair: Black</p><p>Beard: Black, mostly, with white streaks</p><p>Skin: Deep Tan</p><p></p><p>STR:13 [+1] (5 pts) </p><p>DEX:16=15+1 [+3] (8 pts, +1 4th level increase)</p><p>CON:15=13+2(race) [+2] (5 pts)</p><p>INT:16=15+1 [+3] (8 pts, +1 8th level increase)</p><p>WIS:11 [+0] (3 pts)</p><p>CHA:9=11-2(race) [-1] (3 pts)</p><p>32 point buy</p><p></p><p>HP: 44 [6+4+3+3+3+3+3+3+con(16)]</p><p>Wounds:</p><p></p><p>Armor Class: 20 (10 base + 5 (+3 leather armor) +2 ring of prot. + 3 dex) (Arcane spell failure chance=5%)</p><p>- Flat-footed AC: 17</p><p>- Touch AC: 15</p><p>Initiative: +3</p><p>BAB: +3</p><p>Atttack:</p><p>- +2 Heavy Mace, +7 (+3BAB+1weapon focus+1str+2magic mace) dam 1d6+3</p><p>- dagger +4 (BAB+str) dam 1d3+1</p><p>- Heavy Crossbow, +6 (+3 BAB +3dex) dam 1d8</p><p></p><p>Speed: 20' </p><p></p><p>Saves (Plus see below under racial abilities for bonuses vs. spells and poison)</p><p>FORT: +4 (+2 base + 2 con)</p><p>REF: +6 (+3 base + 3 dex)</p><p>WILL: +5 (+5 base + 0 wis)</p><p></p><p>Racial Abilities: </p><p>- +2 Con, -2 Cha</p><p>- Speed 20"</p><p>- Darkvision</p><p>- Stonecutting, +2 to notice new stonework</p><p>- Stability (+4 to resist being bullrushed or tripped)</p><p>- +2 Racial bonus to saves vs. poison</p><p>- +2 Racial bonus to saves vs. spells or spell-like effects</p><p>- +1 Racial bonus "to hit" orcs and golinoids</p><p>- +4 Dodge bonus to AC vs. creatures of the Giant type</p><p>- +2 Racial bonus to Appraise and Craft skill checks regarding stone or metal items</p><p></p><p>Feats:</p><p>1st Level</p><p>- Weapon Focus (Heavy Mace)</p><p>3rd level (1st level Wizard bonus feats)</p><p>- Scribe Scroll</p><p>- Summon Familiar</p><p>4th Level (standard)</p><p>- Skill Focus (Knowledge [Arcana]) +2</p><p>8th Level (standard)</p><p>- Magical Aptitude (+2 Spellcraft and Use Magical Device)</p><p></p><p></p><p>Skills:</p><p>- Appraise +7 (2 ranks, +3 int, +2 racial)</p><p>- Climb +7 (4 ranks, +1 str +2 climbers' kit)</p><p>- Concentration +13 (11 ranks, +2 con)</p><p>- Disable Device +9 (6 ranks, +3 dex)</p><p>- Gather Information +4 (5 ranks, -1 cha)</p><p>- Hide +8 (5 ranks, +3 dex)</p><p>- Knowledge (Arcana) +14 (9 ranks, +3 int, +2 feat)</p><p>- Move Silently +10 (7 ranks, +3 dex)</p><p>- Open Locks +9 (6 ranks, +3 dex)</p><p>- Search +9 (6 ranks, +3 int)</p><p>- Sleight of Hand +7 (4 ranks, +3 dex)</p><p>- Spellcraft +14 general (9 ranks, +3 int, +2 feat), </p><p> - +16 for checks regarding School of Enchantment (specialty school)</p><p> - +9 for checks regarding Schools of Abjuration and Divination (prohibited schools)</p><p>- Spot +6 (6 ranks)</p><p></p><p>Languages:</p><p>- Common</p><p>- Dwarvish</p><p>- Draconic</p><p>- Giant</p><p>- Orc</p><p></p><p>Equipment:</p><p>Armor & Shield</p><p>- +3 Leather Armor (9,160gp,) (5% arcane spell failure chance)</p><p>- +2 Ring of Protection (8,000 gp)</p><p></p><p>Melee weapons</p><p>- +2 Heavy Mace (1d6+2+1str) (8,312gp,)</p><p>- dagger (1d3+1str, r. 10', crit. 19-20)</p><p></p><p>Ranged weapons</p><p>- Spells</p><p>- Heavy Crossbow (r. 120')</p><p>- Dagger (r. 10')</p><p></p><p>Equipment</p><p>- Backpack (2gp), lined with Bag of Holding, Type I (2,500 gp)</p><p>----- money 247 gp</p><p>----- Bedroll (1sp)</p><p>----- Trail rations, 5 days (25sp)</p><p>----- 2 sacks (2cp)</p><p>----- Climbers' Kit (80 gp)</p><p>----- 2 Sunrods</p><p>----- 3 Potions, Cure Moderate Wounds (@ 300 gp ea)</p><p>----- 4 Potions, Cure Serious Wounds (@ 750 gp ea)</p><p>- Wand of Detect Magic 50 ch.</p><p>-2 Beltpouches (@ 1gp ea.)</p><p>----- Flint & steel (1gp,)</p><p>----- M/W Thieves' Tools (100 gp)</p><p>- Spell Component Pouch (5 gp)</p><p>- Waterskin (1gp)</p><p>- Explorer's outfit (10gp, worn)</p><p>- 2 Daggers (@ 2 gp ea.)</p><p></p><p>Weight Carried: </p><p>Remaining money: 247 gp</p><p></p><p>Spellbook (Prohibited Schools: Abjuration and Divination)</p><p></p><p>0 Level - All except Abjuration/Divination: Acid Splash, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Repair Minor Damage (Comp. Arcane p. 120), Arcane Mark, Prestidigitation</p><p></p><p>1 Level - Burning Hands, Charm Person, Grease, Hypnotism, Obscuring Mist, Ray of Enfeeblement, Sleep, Summon Monster I</p><p></p><p>2 Level - Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Summon Monster II</p><p></p><p>3 Level - Deep Slumber, Heroism, Hold Person, Summon Monster III</p><p></p><p>Spells Typically Memorized (4/3/3/2, plus int bonus, plus spec. bonus = 4/4+1/4+1/3+1)</p><p>(spells marked with a "U" have been used for the day)</p><p>0 Level - Detect Magic, Detect Magic, Flare (if cast directly on creature, must save (Fort) or be dazzled for one minute), Light</p><p>1 Level - Burning Hands (fire damage 5d4, no touch attack necessary, but save (ref.) for half damage), Burning Hands, Ray of Enfeeblement (touch attack for str damage of 1d6+4), Sleep (4hd) + Sleep (4hd)</p><p>2 Level - Tasha's Hideous Laughter, Tasha's Hideous Laughter (Will save negates, dur. 6 rounds), Touch of Idiocy (touch target for 1d6 dam to int,wis, and cha, no saving throw, dur. 60 min.), Daze Monster (any creature with less than 7hd) + Daze Monster</p><p>3 Level - Summon Monster III, Heroism, Hold Person + Deep Slumber (10hd)</p><p></p><p></p><p>Description - Coming soon</p><p></p><p>Personality - Bevin tends to be pretty easygoing. Because he was always somewhat ostracized from Dwarvish society due to his interest in magic, Bevin has a soft spot in his heart for outcasts and misfits. He also has an abiding hatred of bullies and conformists (whom he sees as mere 'sheep').</p><p></p><p>Background - Bevin hails from Rockhome (Clan Wyrwarf). Definitely a nonconformist Dwarf, Bevin never liked to dig and get dirty. Because of this fastidious nature, Bevin was relegated to the fringes of Dwarvish society, and this disenfranchisement led directly to his decision to be a rogue. However, soon he found the moral courage necessary for him to pursue his true passion: MAGIC. For a Dwarf, this was not a terribly easy decision, both because of Dwarvish culture, and because of the innate resistance of Dwarves to magical energy. But Bevin was always fascinated by magic, so he finally made up his mind to pursue his true passion. Bevin is content with the choice has has made, because magic is what he wants to do with his life, and the rest of the "accepted" Dwarvish world can, for all he cares, just go and be hanged. Even as a rogue, Bevin was studying spellcraft as much as possible, so he is very accomplished in that skill for someone of his experience as a wizard.</p><p></p><p>Future Development: Depending on how much success Bevin has adventuring while he is focused primarily on his career as a wizard, he may choose to pursue additional rogue levels in the future. Magic is still his favorite pursuit and greatest hobby, but this decision would be based solely upon survival, not personal preference. He might even take a level or two as a fighter since that is the favored class of Dwarves.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 4174651, member: 48762"] Bevin, Dwarf Rogue2, Wizard(Enchanter)6, XP 28,000 [sblock=Stats] Age: 53 Gender: Male Height: 4'2" Weight: 135lb Eyes: Dark Grey Hair: Black Beard: Black, mostly, with white streaks Skin: Deep Tan STR:13 [+1] (5 pts) DEX:16=15+1 [+3] (8 pts, +1 4th level increase) CON:15=13+2(race) [+2] (5 pts) INT:16=15+1 [+3] (8 pts, +1 8th level increase) WIS:11 [+0] (3 pts) CHA:9=11-2(race) [-1] (3 pts) 32 point buy HP: 44 [6+4+3+3+3+3+3+3+con(16)] Wounds: Armor Class: 20 (10 base + 5 (+3 leather armor) +2 ring of prot. + 3 dex) (Arcane spell failure chance=5%) - Flat-footed AC: 17 - Touch AC: 15 Initiative: +3 BAB: +3 Atttack: - +2 Heavy Mace, +7 (+3BAB+1weapon focus+1str+2magic mace) dam 1d6+3 - dagger +4 (BAB+str) dam 1d3+1 - Heavy Crossbow, +6 (+3 BAB +3dex) dam 1d8 Speed: 20' Saves (Plus see below under racial abilities for bonuses vs. spells and poison) FORT: +4 (+2 base + 2 con) REF: +6 (+3 base + 3 dex) WILL: +5 (+5 base + 0 wis) Racial Abilities: - +2 Con, -2 Cha - Speed 20" - Darkvision - Stonecutting, +2 to notice new stonework - Stability (+4 to resist being bullrushed or tripped) - +2 Racial bonus to saves vs. poison - +2 Racial bonus to saves vs. spells or spell-like effects - +1 Racial bonus "to hit" orcs and golinoids - +4 Dodge bonus to AC vs. creatures of the Giant type - +2 Racial bonus to Appraise and Craft skill checks regarding stone or metal items Feats: 1st Level - Weapon Focus (Heavy Mace) 3rd level (1st level Wizard bonus feats) - Scribe Scroll - Summon Familiar 4th Level (standard) - Skill Focus (Knowledge [Arcana]) +2 8th Level (standard) - Magical Aptitude (+2 Spellcraft and Use Magical Device) Skills: - Appraise +7 (2 ranks, +3 int, +2 racial) - Climb +7 (4 ranks, +1 str +2 climbers' kit) - Concentration +13 (11 ranks, +2 con) - Disable Device +9 (6 ranks, +3 dex) - Gather Information +4 (5 ranks, -1 cha) - Hide +8 (5 ranks, +3 dex) - Knowledge (Arcana) +14 (9 ranks, +3 int, +2 feat) - Move Silently +10 (7 ranks, +3 dex) - Open Locks +9 (6 ranks, +3 dex) - Search +9 (6 ranks, +3 int) - Sleight of Hand +7 (4 ranks, +3 dex) - Spellcraft +14 general (9 ranks, +3 int, +2 feat), - +16 for checks regarding School of Enchantment (specialty school) - +9 for checks regarding Schools of Abjuration and Divination (prohibited schools) - Spot +6 (6 ranks) Languages: - Common - Dwarvish - Draconic - Giant - Orc Equipment: Armor & Shield - +3 Leather Armor (9,160gp,) (5% arcane spell failure chance) - +2 Ring of Protection (8,000 gp) Melee weapons - +2 Heavy Mace (1d6+2+1str) (8,312gp,) - dagger (1d3+1str, r. 10', crit. 19-20) Ranged weapons - Spells - Heavy Crossbow (r. 120') - Dagger (r. 10') Equipment - Backpack (2gp), lined with Bag of Holding, Type I (2,500 gp) ----- money 247 gp ----- Bedroll (1sp) ----- Trail rations, 5 days (25sp) ----- 2 sacks (2cp) ----- Climbers' Kit (80 gp) ----- 2 Sunrods ----- 3 Potions, Cure Moderate Wounds (@ 300 gp ea) ----- 4 Potions, Cure Serious Wounds (@ 750 gp ea) - Wand of Detect Magic 50 ch. -2 Beltpouches (@ 1gp ea.) ----- Flint & steel (1gp,) ----- M/W Thieves' Tools (100 gp) - Spell Component Pouch (5 gp) - Waterskin (1gp) - Explorer's outfit (10gp, worn) - 2 Daggers (@ 2 gp ea.) Weight Carried: Remaining money: 247 gp Spellbook (Prohibited Schools: Abjuration and Divination) 0 Level - All except Abjuration/Divination: Acid Splash, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Repair Minor Damage (Comp. Arcane p. 120), Arcane Mark, Prestidigitation 1 Level - Burning Hands, Charm Person, Grease, Hypnotism, Obscuring Mist, Ray of Enfeeblement, Sleep, Summon Monster I 2 Level - Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Summon Monster II 3 Level - Deep Slumber, Heroism, Hold Person, Summon Monster III Spells Typically Memorized (4/3/3/2, plus int bonus, plus spec. bonus = 4/4+1/4+1/3+1) (spells marked with a "U" have been used for the day) 0 Level - Detect Magic, Detect Magic, Flare (if cast directly on creature, must save (Fort) or be dazzled for one minute), Light 1 Level - Burning Hands (fire damage 5d4, no touch attack necessary, but save (ref.) for half damage), Burning Hands, Ray of Enfeeblement (touch attack for str damage of 1d6+4), Sleep (4hd) + Sleep (4hd) 2 Level - Tasha's Hideous Laughter, Tasha's Hideous Laughter (Will save negates, dur. 6 rounds), Touch of Idiocy (touch target for 1d6 dam to int,wis, and cha, no saving throw, dur. 60 min.), Daze Monster (any creature with less than 7hd) + Daze Monster 3 Level - Summon Monster III, Heroism, Hold Person + Deep Slumber (10hd) Description - Coming soon Personality - Bevin tends to be pretty easygoing. Because he was always somewhat ostracized from Dwarvish society due to his interest in magic, Bevin has a soft spot in his heart for outcasts and misfits. He also has an abiding hatred of bullies and conformists (whom he sees as mere 'sheep'). Background - Bevin hails from Rockhome (Clan Wyrwarf). Definitely a nonconformist Dwarf, Bevin never liked to dig and get dirty. Because of this fastidious nature, Bevin was relegated to the fringes of Dwarvish society, and this disenfranchisement led directly to his decision to be a rogue. However, soon he found the moral courage necessary for him to pursue his true passion: MAGIC. For a Dwarf, this was not a terribly easy decision, both because of Dwarvish culture, and because of the innate resistance of Dwarves to magical energy. But Bevin was always fascinated by magic, so he finally made up his mind to pursue his true passion. Bevin is content with the choice has has made, because magic is what he wants to do with his life, and the rest of the "accepted" Dwarvish world can, for all he cares, just go and be hanged. Even as a rogue, Bevin was studying spellcraft as much as possible, so he is very accomplished in that skill for someone of his experience as a wizard. Future Development: Depending on how much success Bevin has adventuring while he is focused primarily on his career as a wizard, he may choose to pursue additional rogue levels in the future. Magic is still his favorite pursuit and greatest hobby, but this decision would be based solely upon survival, not personal preference. He might even take a level or two as a fighter since that is the favored class of Dwarves. [/sblock] [/QUOTE]
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